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69
cutscene/actions/TurnAction.gd
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69
cutscene/actions/TurnAction.gd
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class_name TurnAction
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extends "res://cutscene/Action.gd"
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# Properties
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var character: Node2D # The character to turn
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var target: Variant # Either a Vector2 position or another Node2D
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var turn_speed: float = 2.0 # Rotation speed (radians/second)
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func _init(character_node: Node2D, turn_target: Variant, speed: float = 2.0) -> void:
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character = character_node
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target = turn_target
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turn_speed = speed
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name = "TurnAction"
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func start() -> void:
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if character == null:
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self._set_failed("Character is null")
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return
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self._set_running()
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func update(delta: float) -> void:
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if state != State.RUNNING:
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return
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if character == null:
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self._set_failed("Character was destroyed during action")
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return
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# Calculate target rotation
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var target_position: Vector2
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if target is Vector2:
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target_position = target
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elif target is Node2D:
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target_position = target.position
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else:
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self._set_failed("Invalid target type")
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return
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var direction = target_position - character.position
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var target_rotation = atan2(direction.y, direction.x)
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# Rotate toward target
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var angle_diff = _angle_difference(character.rotation, target_rotation)
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# If we're close enough, complete the action
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if abs(angle_diff) < 0.01:
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character.rotation = target_rotation
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self._set_completed()
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return
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# Rotate based on turn speed
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var rotation_amount = sign(angle_diff) * turn_speed * delta
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if abs(rotation_amount) > abs(angle_diff):
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character.rotation = target_rotation
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self._set_completed()
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else:
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character.rotation += rotation_amount
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func is_completed() -> bool:
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return state == State.COMPLETED
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# Helper function to calculate angle difference
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func _angle_difference(from: float, to: float) -> float:
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var diff = fmod(to - from, 2.0 * PI)
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if diff < -PI:
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diff += 2.0 * PI
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elif diff > PI:
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diff -= 2.0 * PI
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return diff
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